Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский — Испания)
Español - Latinoamérica (испанский — Латинская Америка)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский — Португалия)
Português-Brasil (португальский — Бразилия)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
Well, they seem like one of the key topics according to hypetrain around it. I can understand the displeasure about sector creation behavior but can’t agree with that, as most of the people haven’t studied the modding aspects and possibilities so they don’t see the other side. From my (modding) point of view — this side could be pretty flexible and potentially allow us to significantly improve sector behavior, shape and gameplay.
SECTOR TYPES
I guess the core sector has to be different from the frontier, so it's natural that they must be opposing in their characteristics. For now, each sector type has its unique effects.
Core Sector
Stability: +5%
Government Ethic Attraction: +10%
Regular Sector
Pop Happiness: +5%
Pop Growth Speed: +10%
Frontier
Pops Upkeep: -15%
Crime: +10
Government Ethic Attraction: -20%
STELLAR TOPOGRAPHY
Now you’re able to add or remove any system to/from any sector. In the new system interface, you could set up a system attachment stance and define whether it has to be included in the nearby sector or not.
You could quickly do this right from the screen or you can open detailed settings for each system (may be useful for cases where a system is surrounded by a couple of sectors).
See the demo video in the mod showcase.